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/agdg/ - Amateur Game Development General

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Winner of the 68rd Attention-Hungry Games
/d/ - Home of Headswap and Detachable Girl Threads

January 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1d0fccb3df0dd0f⋯.png (59.08 KB, 1030x793, 1030:793, ClipboardImage.png)

0803a3  No.29638[Reply]

Well, I've messed around with it for over two weeks and haven't abandoned it yet, guess I'll make a thread for it

>Comfy puzzle/platformer, inspired by games like Fire N Ice (NES), Jetpack or Loderunner

17 posts and 12 image replies omitted. Click reply to view.

2a9c4d  No.31189


It's in a weird state of limbo right now.

2a9c4d  No.31424

File: 8568c512f723a75⋯.jpg (827.18 KB, 2000x2700, 20:27, abd5b2c2fd05f136934b653990….jpg)

Got a kind anon on /v/'s drawthread to help refine Autumn's design a bit, as well as make a SFW reference for her. Great!

000000  No.31806

This looks really cool. Keep it up!

78b2a3  No.32009


Thanks. I'm still working on it, albeit very slowly. Hopefully I'll have something for next demo day.

78b2a3  No.32343

File: 5aff38dbbaa9839⋯.png (695 KB, 1280x720, 16:9, bkg01.png)

File: 4091fff974cd66d⋯.png (492.72 KB, 1280x720, 16:9, bkg08.png)

File: e9e712d5d4037d6⋯.png (514.74 KB, 1280x720, 16:9, bkg16.png)

File: c82359a0dea25d3⋯.png (353.96 KB, 1280x720, 16:9, bkg17.png)

Game is still under active development. Mostly been working on engine stuff some more, so nothing visual to show off.

I have most of the rendering loop done, so I can start to move onto actual game stuff, without having to rely on hacked-together draw calls, which was one of my main early goals. I really dig the art style in the OP post, so I might consider ways to incorporate that sort of visual stuff back into the game. I enjoy the look of low resolution palette'd photographs for backgrounds, pic related.

Hopefully I'll have something visually interesting in time for demo day, whether or not it's actually ready by then.

File: 567607b6d3c3c3f⋯.png (819.27 KB, 1920x1080, 16:9, Logo Newest.png)

File: bd1b4c9e189ee69⋯.png (592.01 KB, 756x600, 63:50, tut_stage_area_2.png)

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File: 9ce3732fa5acf7d⋯.png (137.34 KB, 754x470, 377:235, cacti.png)

e84903  No.32289[Reply]

It's us, Mobius Trip! We haven't made a thread since earlier this year, but that's because we have all been busy with our own issues and with half of us now (myself included today) working full-time, it's difficult to continue chugging along at the same development speed. We decided to use /agdg/ this time because we are at a critical stage in development as finishing this tutorial stage will lead to development of the rest of the game.

We have been working on this game for over three years now, but we think that it's safe to say that our tutorial stage is nearing completion. We have made several big changes, including: ground interpolation implementation for movement on 3D slopes, fully implementing basic player controls, and migration to itch.io because our manager for the previous build's page address is seemingly MIA and we absolutely need to make the master build available for play.

For those unaware, A&CP is a 3D "Collect-a-Thon" platformer inspired by the likes of Banjo-Kazooie and Mario 64. The idea was proposed in a mere thread on /v/, but we ended up forming a team under the name "Mobius Trip" and have been working on this game ever since.

We're open to recruiting artists and programmers for C# language. We still have only one or two 3D modelers/riggers and animators left. It is our weakest link and in a 3D platformer is absolutely vital. Therefore please consider joining the Anton&Coolpecker team or recommend this to those you know who are skilled in 3D software such as Blender. It isn't very difficult to pick up and learn, but to work at it consistently is what our team needs as it is a time-consuming endeavor. We need dedicated members or this project will continue to decrease in productivity. Please share our contact email at the bottom of this post with anyone willing to continuously contribute to this work.

Feedback and suggestions are more than welcome so give our playable build a try and report any bugs encountered during play. Also, give us feedback on the overall shape of the tutorial stage. We have yet to implement the river platforming obstacle and boss fight at the end, but both are WIP. We've recently implemented swimming and underwater mechanics too in this new build, but they need proper testing. What better way to test than playtesting? Give it a sPost too long. Click here to view the full text.

3 posts omitted. Click reply to view.

76d696  No.32294



He had other projects he wanted to work on while we work on the game, because honestly he was twiddling his thumbs, waiting for us to catch up. That plus some personal differences, he decided to split from us for the foreseeable future.

He hasn't asked us to pull the music, which we would if prompted to. Its nothing earthshattering. Slightly sad, bittersweet. But we don't consider him bad blood. We still love Apple.

534b42  No.32295

Good to see you guys are alive!

b5e4e3  No.32298


His music was generic tbh.

Here are two other ones you could hire, I follow a shitload of Indie artists.

7a9cd4  No.32314


>"His music was generic tbh"

He was trying to ape Kirkhope's style, and he was quite good at it. It's sad to see him go.

1605cc  No.32315


>He was trying to ape Kirkhope's style

There's your problem.

Kirkhope is easily the worst of the ex-Rare composers. Not that I'm trying to shit on Apple Green's work, but imitating mediocrity results in more mediocrity.

File: 166189ffb25cf4e⋯.png (68.34 KB, 1000x800, 5:4, dbv8142018.png)

c3cfc5  No.32126[Reply]

Hello /agdg/!

I'd like to share for a moment a game similar to Space Station 13 in engine only, called Dragon Ball Climax.

We have a thread over on /v/ ( >>>/v/15300175 is the current thread as of now) detailing the server portion.

However, we're running into a real problem: the current state of our custom codebase we've ported over from a older version of the one we're currently using for the main server is taking a long time to develop. So far, we've got health bars, a WIP but better skill system, some customization options, the beginnings of sounds and a title screen... and that's about it. It's been about a month, and from two coders that have been semi-active, and another novice whose still learning it, to one or two potential novices, it's clear we need more help.

Not only would we like nigs to play on the server, but more importantly I'm begging for codefags to help out if it seems like something they'd like to get involved in.

>Here's the source of what we're working with right now: https://gitgud.io/dankus10/Finale/commits/master

It's BYOND code, but on top of that most of the code is not ported/redone yet and is really shit. Hell, even some of the 'finished' portions has real shit code.

Some of you might have already seen this post on /tg/. Unlike /tg/, here I'll post a quick FAQ.

>Why the fuck should I help/care?

There is literally no reason for you to be involved if you don't care or don't want to play a improved version. Honestly, you should only get involved if you want to contribute briefly and leave your mark on something others will play (read: code 1 thing then fuck off), or if you want to play it. It'd be pretty shit to waste time and energy on something you're not even interested in.

>Why post this on /agdg/?

Because right now I'm a amateur codefag working on a game with three-ish other anons, and help is wanted.


Because the source we'rPost too long. Click here to view the full text.

b33df2  No.32307

well i installed BYOND and i forget how to actually get to the server. even if i'm focusing on Unity/C# code, i hope i can be a part time beta tester or something.

File: 1d885aa9de3cccb⋯.jpg (23.46 KB, 390x380, 39:38, 9ca.jpg)

50a779  No.32232[Reply]

What's your thoughts on making collectibles and power ups skill based as opposed to grinding based?

The GBA Castlevania games have lots of attacks you gain from grinding enemies until their soul drops. This makes it so if you want a specific attack you have to find a spot it spawns and go full murder hobo until it drops. Even with low drop rates you can pretty much get anything with a ranged attack and enough time to waste.

The other option I was looking at was closer to pokemon. You find a monster you want or an ability you want and then you have to weaken it without killing it. Then you have a chance to capture it (which varies based on capture items). It requires a little grinding if the enemy is rare and doesn't show up often but it's mostly about having the skill to not kill it and preparing in advance with items needed to capture it.

What's /adgd/'s thoughts on these systems? Which would you suggest works better or what alternatives would you recommend in enemy based ability collection?

3 posts omitted. Click reply to view.

50a779  No.32236


Which is more masculine?

e0c736  No.32244

File: 36e57187800020b⋯.jpg (68.91 KB, 683x495, 683:495, death.jpg)

I used to play FFIX and I was absolutely shit at it. I would have to take a few hours to grind at certain places to progress. Watching the speedruns of it blew me away, like how every enemy has some special way you can beat it without needing to be levelled.

So I think it's good to provide both options. Make sure you have powerups placed intelligently, so that a person who knows what they're doing can go straight through the game. And then the grinding functions as a backup for people who missed something or don't know the technique.

000000  No.32284


As >>32233 said, grinding can be a good idea if it's used as a difficulty adjustment.

Use incremental progress (kill 123 enemies) instead of random chance, and consider adding some form of feedback to inform the player so that they don't give up (not necessarily in UI, a statue for an hero that killed exactly 123 enemies could work too).


In general, more options = more power.

Options that raise difficulty are extremely hard to do well.

77b28e  No.32285

I think grinding 7x

39a551  No.32288

Grinding in single player boils down to providing more iterations of the game's core gameplay loop. So long as the gameplay remains compelling and novel (or the player obtains a process addiction) they will keep playing. This can be used not only to pace the release of new content to the player, but also to give them opportunities to experience their newfound content. There's little purpose to an item gained five minutes before the end of a game.

In multiplayer games there is a sharp segmentation between players that grind for 100+ hours and players that don't. A level 10 player fighting a level 50 player is not generally a contest, just a comparison of stats.

For the game to remain challenging and novel, I would introduce a couple design principles/features.

The first would be a cap for grinding. Whilst level 10 vs 20 is still a huge difference, 15 and 20 not guaranteed either way. This turns leveling up into a set of strategic decisions, meaning that two level 20 characters are comparing their strategy.

The second principle would be to use leveling up to differentiate characters, rather than to merely strengthen them. This would include adding abilities that are most useful in certain situations, or that offer synergy with other abilities. Additionally, passive bonuses that come with penalties also fit into this scheme. A level 20 character would consist of 20(initial build being one) opportunities to shape how a character becomes.

The third principle would be to introduce variability/entropy and prevent every player from immediately selecting the "flavor of the month". Some combinations of abilities will be more useful than others. Instead of giving the player five branches to invest in constantly (guaranteeing they will end up at a specific character), random elements (choose from these 3 abilities) would make approaching an exact set of abilities very, very difficult. This would allow a player with 300 hours to create multiple level 20 characters and then select their best to compete with. Such a character would have an advantage over first-time level 20 characters, but either could conceivably win in a fight together dependPost too long. Click here to view the full text.

File: 3ec3bdca9a3c3d1⋯.png (436.58 KB, 581x381, 581:381, ClipboardImage.png)

60114a  No.29565[Reply]

Apart from IS Defense, I'm surprised there haven't been more games about defending the free world from radical Islam.

I'd like to see a Metal Slug-style game about this. You start off in Islam-infected western locales like Canada, France and Germany and gradually push them back to their homeland while destroying Islamic superweapons across the way. It'd be a cartoony and bloody romp.

I could do graphics for it if anyone else wants to take up coding and sound.

14 posts and 6 image replies omitted. Click reply to view.

d9d34b  No.32203


You need to be subtle.

4901c5  No.32253


says the man that rapes, murders, & terrorizes all in the name of a false prophet & false god.

324e6c  No.32275

File: f447b60be4189a0⋯.jpg (83.03 KB, 1024x724, 256:181, trump_jew.jpg)

File: b3dcd61c11cc362⋯.webm (1.94 MB, 854x480, 427:240, trumpstep.webm)

I'm surprised there isn't a game about defending the actual free world

324e6c  No.32276

I'm actually surprised this thread has been standing for so long, so whats the mods word on derailment like this?

6395b1  No.32280


This discussion is on-topic, so there is no reason to delete it.

File: 1463901801100.jpg (441.21 KB, 1199x800, 1199:800, edu-oatcert.jpg)

3a35e7  No.26830[Reply]

Hi guys,

I don't have time to be the lead programmer, or even a credited programmer in your game. But I can offer to solve small problems for you. Please credit nodev in your game instead.

Mainly C++/OpenGL/GLSL, but I can do Javascript or PHP as well.

I can also offer help and suggestions if you're trying to post on StackOverflow but the fucking question-nazis are stopping you from learning.

Here is a Variant type in C++ that I just finished. Although you may not need it, I hope that it is enough for you to know that I'm serious and happy to help you. It's recursive for both itself and it's use in classes. For example:

typedef Variant<int,bool,OwnType> RecursiveVariantType;
RecursiveVariantType v = 12;
RecursiveVariantType x.Set<RecursiveVariantType>(v); // can't use assignment because of copy-assignment operators

works and so does:

class X
Variant<int,bool,RecursiveWrapper<X>> m_data;

If you're wondering what I get out of this, I get to feel like I'm useful.

Full thing incoming.

18 posts omitted. Click reply to view.

3a35e7  No.27172


No C++ only works on linux thats why there are almost no games for windows.

3a35e7  No.27196

>posts a female in OP

>claims to be able to 'help' with 'coding'

Lol no

3a35e7  No.27971


Wait wtf is the purpose of this Recursive Variant?

I'm trying to read the code but it's making my eyes bleed almost as badly as STL implementation.

Whats the relation to boost::variant?

Why don't you have any comments whatsoever?

This is certainly not self-documenting.

367724  No.32271




I assume he's asking if curses/ncurses only works on windows.

367724  No.32272


*only works on linux

File: ce2982b8a8c1991⋯.jpg (141.51 KB, 894x922, 447:461, kasasit.jpg)

File: fcdb1cc83c31c62⋯.jpg (29.78 KB, 489x484, 489:484, ss (2017-05-28 at 07.47.55….jpg)

File: 67777de3487dbee⋯.png (5.36 KB, 345x345, 1:1, Pixel_Kasha.png)

File: d4ca40161711378⋯.png (658 B, 60x80, 3:4, ClipboardImage.png)

339393  No.32193[Reply]

Hey there, /agdg/.

I'm from /v/, some people there know me as "GigaDev". I'm a guy working on a fighting game where all the characters are giant women called GigaMaidens, I've been working on it for several years now and I occasionally post updates in the fighting game thread there. Development has been pretty slow but I'm still chopping away at it. You can view a "recent" video of it here: https://www.youtube.com/watch?v=U9nGu_wda3g

In my downtime I've been interested in prototyping another game starring one of my characters. The other game I've been wanting to make is a 2D platformer starring this catgirl character of mine, and I've been looking for someone to help me out with it. I'm able to do sprite work and animations, but I do need help with the coding.

This game I want to make with Kasha is platformer that draws inspiration from the Wario Land series, as well as Mystical Ninja/Ganbare Goemon. It's about this catgirl with a magical shapeshifting tail that she can turn into a variety of different objects and weapons. Some such tail abilities include being able to turn it into a grappling arm, a tennis racket, a sword, a flashlight, a bazooka, a minigun, a jackhammer, a coil spring and a wrecking ball (performed by Kasha curling into a ball while grappling with her arm tail). Ideally I want this to be a cutesy nonsense platformer with an absurd sense of humor and fun, challenging platforming, as well as simple yet engaging combat. Kasha has basic attacks she can perform as well as more complicated maneuvers (such as being able to rocket jump with her bazooka tail), and she gains access to different tail transformations via milkshake machines.

I'm actually against making it like a Metroidvania, I want it to be a more level-based game with a world map, where levels have numerous exits that lead to other paths on on the map and potentially secret/hidden areas. I very much want it to be like an early SNES platformer which is where I personally think these platformers were perfected.

So far I'm only in the concept Post too long. Click here to view the full text.

008d51  No.32214

Are you begging for people to make a game out of some scribbles you made?

e99cf8  No.32215

I am working on this game engine: >>31318

If you want, I can try and help you write a 2D engine for this game. But you would have to program most of the gameplay, while I work on the engine. Email me about it if you're interested in talking about it.

339393  No.32218


Did I say I was begging someone to do it for me? I clearly said I'd be contributing to it too.


Thanks, I'll send you an email soon.

File: 3b3c9c734f5b3d8⋯.png (154.97 KB, 512x640, 4:5, roByVYW.png)

d81bb8  No.32201[Reply]

SeaLand - 2d survival in God's forgotten sea on the ruins of human civilization. Where the old gods and creatures have found a new, technogenic form.



143bae  No.32206

Looks really interesting. You're going to want to port it from HTML though, the framerate was so slow I couldn't get past the intro.

56ab45  No.32207


the hell are you running?

>Rig: CPU 4x Intel(R) Pentium(R) Silver J5005 CPU @1.50GHz

<"i'm surpised you can run win 10" from steam.

currently all i can recommend is a, some sort of constant resource courter/displayer and b, i built a water fliter and the text saying build a water flirter didn't disappear.

File: b38147f67ce15fb⋯.jpg (28.95 KB, 1258x695, 1258:695, embarrassinggame.jpg)

93c56c  No.31643[Reply]

I'm a software dev, have a b.eng in software engineering and game design. So I know how to document, plan, and develop a game. Thing is, I've never actually gone ahead with it besides making pic related in university (the trash sprite art was my classmates).

Just wondering if anyone who knows how/is learning how to do pixel art would want to work on PyxlHaus 2018 with me. It's small, only 15 participants so far. It's one week and it starts tomorrow at 3am. The prize is that someone makes an illustration for you.

4 posts and 3 image replies omitted. Click reply to view.

101092  No.31699


Good game design is more important than pretty pictures. Programmer art is normally not hard to redo. Fixing poor game design in an established game is normally difficult.


In any computing course, you're normally required to apply your theory into a project.

31c31f  No.31700


not him but, the collision resolution of your game is unsatisfying. The character blocks on the wall. By simply having your character act like a bullet when it hit the wall would simply give a satisfying end game. You could feel the velocity you've accumulated.

Other than that, the game idea is unoriginal, none-innovative or anything really. There's potential but your current result looks like a blue print. I sincerely hope the code is modular and make good use of various design pattern.

dc7b5e  No.31701

Good luck with your project OP. I suck at art so sadly I cannot help

3f90b0  No.31797

A platformer like this? Looks like every Game programming 101 project in every game design book ever.

c24af0  No.32197


>being that fag who doesn't contribute

YouTube embed. Click thumbnail to play.

2971d3  No.31939[Reply]

Hi /agdg/ In this thread I'll show you and talk a bit about my demo for the Commodore 64. It is not a game and if you think it shouldn't belong here you can remove it, but /tech/ is full of dev larpers and /v/ seemed interested in the demoscene when I made 2 or 3 threads some time ago.

The embeded video shows the current state of the demo. Two 99% finished parts and a third one which is almost done, there's just some design work to be done yet. My plan is to make 5 parts + an end part and release it.... hopefully soon. In the next posts I'll talk about some technical details.

6 posts and 2 image replies omitted. Click reply to view.

30f3fe  No.31946


I honestly didn't know 8580 was capable to playback samples, also the C64 demoscene is honestly my favorite one to look into just because of how programmers work on an almost 40-year-old machine. I mean I heard composers making Speech Synthesis from the waveform themselves.

2971d3  No.31947

YouTube embed. Click thumbnail to play.


yeah, well the old sid had a bug, it makes noise when you change the master volume (4 bits) and so changing the volume continuously gives you a 4 bit playback. Because the cpu is only 1 mhz you can get around 8khz with that.

playing samples on new sid is a different technique, actually there's couple of them but I know only one (just in theory though). There's a bit which you can set and it causes the oscillator to reset, so what they do is play some wave form with specific parameters and then restart the oscillator and pick another wave. It can be computer what waves and when to select to play arbitrary samples.

I will explain some more video effects tomorrow.

Video embedded is first tech tech effect on c64

2d7663  No.32050

YouTube embed. Click thumbnail to play.

Well, it's been more than one day. But here it is. I want to explain the third effect with the scrolltext moving in different patters. It's a fucking clever trick and it makes a lot of cool stuff possible.

On C64 you've got 8 hardware sprites. They are 24x21 pixels big, have their own X and Y registers and you can position them anywhere you want.

24x21 might seem like odd size, but it makes sence in binary form. 1 byte is 8 bits and 1 bit encodes one pixel (bit 1 = color, bit 0 = transparent), so 3 bytes make up one line (3 * 8 = 24) and 21 lines * 3 bytes is 63 bytes. Add one extra and you have 64 bytes aligned sprites. The VIC memory bank is 16kb (from $0000 to $4000 for example) so you can fill it all with 256 sprites (64 * 256 = 16kb). For each hadrware sprite there's a sprite pointer and it's just a byte which is multily of 64 to determine where the graphics are. For example sprite pointer 0 is $0000, 1 is $0040, 128 is $2000

Sprites can also be double with and double height. There's a register for that, 8 bit value, one bit for one sprite. If the bit is 1 the sprite is double with / double hight ($d01d for width $d017 for height).

However, there's a bug in the VIC. If you set the double height register ($d017 = $ff) and then unset it ($d017 = $00) at the line where the sprite is displayed, that line will be doubled. So if you do that trick on every line you will stretch that sprite. That's how the logo at the bottom in the first part with dog is stretching. I am doing this $d017 trick more or less on every frame which makes a stretching movement.

Now the scroller in the third part is done with "FPP" Flexible pixel position, meaning on every line of the screen you can display any line of graphic. With that setup, it only depends on what line and where you choose to show, so I can do stretching, moving it upside down, repeating the logos, spliting it every line to make "blinds" effects etc. But how do you do that ?

You set up your sprites next to each other, but one pixel higher than the previous. You start your stretching code at the line where first sprite beggins. Now because the other sprites are 1 pixel higher, you will strePost too long. Click here to view the full text.

278e00  No.32175

YouTube embed. Click thumbnail to play.

I'm working on a new demo part and this is what I have so far. Pretty cool (in my opinion) sinus dots in 4 colors. About 900 dots moving around. Uses 4 sprites with just 2 dots as their graphic and moved around on every line with raster code.

278e00  No.32195

File: 6acfd8683cbecd7⋯.webm (8.06 MB, 710x536, 355:268, demo5.webm)

File: a0a34738e56d3e5⋯.png (145.21 KB, 640x480, 4:3, text-adventure-1.png)

0286db  No.31769[Reply]

Thinking about getting out of the nodev state I'm in right now, and throw together a quick, text-based/UI-based/point-and-click/cookie-clicker type of game. Something simple, using logic, and probably just fucking around in mainly the UI in whatever engine that I decide to use, but I can't decide what to make it about and need some inspiration.

What do you guys think would make one of these fun?

1 post omitted. Click reply to view.

e576ea  No.31796

im working on making a shadowrun like game where it's more about the network than the external actions.

My stack is: JS/Canvas for UI, Flask, Memcache/Zmq/Couchdb

44a986  No.31836

I'm working on a game that is text based. It's like all these random stories that you play through.

It's easy to make a single art that you show the stories in. Like it doesn't need to be a game in a console window.

e48b5d  No.31840


How are you using Flask and Zmq? Do you really want to use Zmq?

ce26c6  No.32077


Good writing helps, evocative descriptions above all since you're trying to create a world in the mind of the player.

Look at the Iron Hills (IIRC, it's the only dwarven starting point) on Multi-Users in MiddleEarth as an example.

I'm making a text-based game in C with Ncurses right now. It's a comfy way of working. Something like an old-school dungeon crawler, but with more text and a turn-based combat system.

3a22b5  No.32157


I'm thinking about making one myself too. Personally I enjoy the ones that go with the theme of "a text game on a terminal", as in, the character is using a terminal to communicate like in a chat room, operate a computer or a machinery... it's easier to be immersed when you're literally doing what the character in the story is doing.

File: fc7bd45cf1bf2fc⋯.png (1.59 MB, 1743x979, 1743:979, Stampede_cover.png)

8201b2  No.32156[Reply]

Hey guys, let's rate each other's games for the jam, here's mine:


File: f010ac68d7daf83⋯.png (1.27 MB, 1280x698, 640:349, ClipboardImage.png)

3f7147  No.30746[Reply]

Do anyone remember him?

3f7147  No.30747

File: bb104c6631f8d2d⋯.webm (4.5 MB, 1072x632, 134:79, puzz.webm)

dc2db2  No.32117

I remember.

t. 2014friend

6032c5  No.32131

I followed him on Tumblr for a while, when I posted there

File: c50afc8a2b77277⋯.png (118.54 KB, 247x304, 13:16, ClipboardImage.png)

9f33b2  No.30656[Reply]

Has anyone gone through this process, and how did you go about it and remain somewhat incognito? Can you pull off something like a writer's pseudonym, or will it always obviously run right back to you?

3367fb  No.32120


I've published a game on steam.

You don't need to disclose any information unless you want to give someone access to the steamworks account.

Actually in the agreement valve will not disclose your personal information. But yes you do need to disclose to them your full legal name because of money laundry laws.

However, if you have a partner you trust, you can use their name.

File: 1401b7b50993517⋯.png (1.26 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

6a50f4  No.31634[Reply]

I spent almost a year making this shit. Its a clone of Wizardry in RPG Maker MV and I have no idea how to release it. I want to submit it on steam but i have no money to pay for the publishing fee.


-Job creation system (Fighter, Mage, Priest, Theif, Bishop, Lord, Samurai, Ninja)

-Job change system

-8 floors of 3d dungeon exploring + puzzles (although not very complex)

-boss fights

-super hard difficulty

-90% grinding and

-terrible graphics, all prerendered no animation

-cursed items, chance of permanent death on revival (just like in the original wizardry),

3 posts and 3 image replies omitted. Click reply to view.

6a50f4  No.31640

File: c81774577c981fa⋯.png (461.52 KB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

File: fdfd1f6b7b05448⋯.png (1.08 MB, 1280x705, 256:141, Screenshot at 2018-06-09 1….png)

managed to disarm the treasurebox without being stunned or poisoned this time , but there was only 90 gold and garbage inside. Fuck man. Healing my characters is a pain as well since I can never afford to sleep at the INN. Im not beta testing this shit anymore.

32a9fd  No.31702

Isn't the publishing fee like $100?

bdfcab  No.31724


In the ex-Second or currently Third World, that can be a significant portion of the average paycheck.

b6628e  No.31936

What is it about Wizardry that interested you to re-create it? That's an obscure taste in 2018.

02aeb1  No.32119


how many testers do you have, how many hours have they spent beta testing, how many hours long is the game

publishing on steam is a beast in and of it self. doing a non-shit job is a lot more expensive than the publishing fee.

But two hours of man labor is plenty expensive on its own.

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